The origins of id Software's groundbreaking first-person shooter, Wolfenstein 3D, are more complex than the iconic game itself. A recent video featuring John Romero and Adrian Carmack discussing id's early history revealed that the true pioneering effort was their pre-Wolfenstein adventure game, Catacomb 3D.
Catacomb 3D, released in 1992, showcased innovative features for its time, including mouse support and color-coded keys. Its use of texture maps to render walls added a new level of immersion to the gameplay experience. However, despite these groundbreaking elements, the game's reception was lukewarm, with some critics viewing it as too gimmicky.
According to Romero, the team initially struggled to monetize Catacomb 3D, earning a paltry $5,000 through contract work for Softdisk's Gamer's Edge magazine-on-a-disk. In contrast, each episode of id Software's Commander Keen series earned ten times that amount, cementing the decision to focus on fast-paced action-oriented games.
The team began working on a seventh Commander Keen game with parallax scrolling and full VGA color support before realizing it was "just like a weird gimmick thing" โ a sentiment echoed by John Carmack. It wasn't until they encountered the intense excitement of playing through Catacomb 3D's corridors, complete with an in-game troll that left one team member speechless, that they decided to pivot and create Wolfenstein 3D.
The decision to shift focus towards first-person shooters proved to be a winning strategy for id Software. As Carmack noted, "that's where the future was going," and within two weeks of realizing it, the team had abandoned their Commander Keen project to bring forth what would become an iconic genre-defining game: Wolfenstein 3D.
Through this insightful retrospective video, we see that id Software's foray into Catacomb 3D marked a pivotal moment in their development as a studio. It was there, experimenting with innovative features like texture maps and first-person gameplay, that they laid the groundwork for some of their most beloved titles โ including Wolfenstein 3D itself.
Catacomb 3D, released in 1992, showcased innovative features for its time, including mouse support and color-coded keys. Its use of texture maps to render walls added a new level of immersion to the gameplay experience. However, despite these groundbreaking elements, the game's reception was lukewarm, with some critics viewing it as too gimmicky.
According to Romero, the team initially struggled to monetize Catacomb 3D, earning a paltry $5,000 through contract work for Softdisk's Gamer's Edge magazine-on-a-disk. In contrast, each episode of id Software's Commander Keen series earned ten times that amount, cementing the decision to focus on fast-paced action-oriented games.
The team began working on a seventh Commander Keen game with parallax scrolling and full VGA color support before realizing it was "just like a weird gimmick thing" โ a sentiment echoed by John Carmack. It wasn't until they encountered the intense excitement of playing through Catacomb 3D's corridors, complete with an in-game troll that left one team member speechless, that they decided to pivot and create Wolfenstein 3D.
The decision to shift focus towards first-person shooters proved to be a winning strategy for id Software. As Carmack noted, "that's where the future was going," and within two weeks of realizing it, the team had abandoned their Commander Keen project to bring forth what would become an iconic genre-defining game: Wolfenstein 3D.
Through this insightful retrospective video, we see that id Software's foray into Catacomb 3D marked a pivotal moment in their development as a studio. It was there, experimenting with innovative features like texture maps and first-person gameplay, that they laid the groundwork for some of their most beloved titles โ including Wolfenstein 3D itself.